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The tabletop players deployed back to the sandbox this year, so it's all PbP for me.

The Sunless Citadel v3.5 set in Greyhawk. Two groups in different threads, both going through the Rod of Seven Parts, modified for them from 14th to 1st character level and set in Edaesmyd, my homebrew. And then a fourth PbP game, a homebrew fly-by-the-seat-of-my-pants adventure, set in my homebrew.

I'd actually like to run more games but I think my husband would choke me once he comes home from sea. :p What can I say? I like to write. :)
 


Saturday nights: homebrew story (hard to call it a "module" as right now it's pretty much just a series of not-entirely-connected encounters with some Gith taking revenge where they can for previous party actions, but last session the Gith took a couple of PC prisoners, so this'll get more involved as it goes along...).

Sunday nights: Q1 Queen of the Demonweb Pits. I didn't run the D-series to lead up to this; instead using a somewhat shorter homebrew lead-in. I'm running the first main part (the mist-walled corridors) pretty much as written, but intend to use a rather decent alternate second part (replacing Llolth's most unsatisfactory lair from the module) that I found on Dragonsfoot. This may be the only chance I ever get to run this thing...it takes our games a long time to work up to that kind of level...

For both Saturday and Sunday, what they're doing now will be their last adventure, at least for quite some time, as I'll be shutting it down once they're done.

Lanefan
 

I'm running the Shackled City Adventure Path (Chapter 4: Zenith Trajectory). My group is two chambers away from Zenith, which is very good, considering they almost had a TPK from that devil woman and the kuo-toan whips.
 

Right now, I'm prepping to run Ragnarok and Roll for Marvel. After we're done with that, we'll go through The Left Hand of Eternity. Everything btb, except my friends are using their own heroes instead of the pre-gens provided. I've given all of the modules a basic read-through, and then gone back and taken some notes.

After we're done with Marvel, I'm going to run the Age of Worms adventure path., which looks like fun. This, too, will be pretty much btb, with changes made to fit the setting. Most likely, it will be Eberron or Forgotten Realms; I haven't asked my friend which they would prefer (my money's on Eberron).
 
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I'd sworn off running modules since The Sunless Citadel. I'd never really had a satisfactory experience running a module. I'd decided to only read them to steal ideas. But my group asked me to run them through one of the classic modules I'd been collecting.

We went through B4 The Lost City, which went well, & now we're doing X1 Isle of Dread. I'm really enjoying trying to play the "wilderness" game described by the Expert set & X1. I call it "hexploration". It feels almost like classic Traveller in some ways.

I guess my main difficulties are:

  • I seem to find it hard to play someone else's NPCs.
  • The X1 map really needs hex numbers.

But, it's going good. (...but maybe only because I've lowered my expectations of what I should expect from my running of modules. (^_^))
 

I've been running a high level campaign for a year now. We started at 16th level and are now at 18th level, (I slowed the progression down, but will stop that as we continue into the final "chapter").

In that year my group has touched a large number of adventures. They can't seem to clear out anything completely, not that they should, but sometimes they should.

I've used the Chamber of Antiquities from Dungeon. Then The Clockwork Fortress from Dungeon. Then The Stink from Dungeon, boosted to meet their level. Then the first level of Return to Castle Maure, The Great Hall, from Dungeon, which lead to the interior of the Temple of Set from Necropolis. Then the Crumbling Hall of the Frost Giant Jarl was morphed into the Bronze Halls of the Fire Giant King which lead into Hellfire Mountain in Dungeon. Their next stop will be the Tomb of the Sphinx Queen by Goodman Games.

Of course, in between I've pilfered a FR vampire location, an abandoned house, and Warduke from Dungeon magazines. Also at least 2 adventures from the WoTC site. Oh yeah, the Vanderborn estate from the Bullywug Gambit.

I discovered I needed to carry around one of those short adventures from WoTC because I can't anticipate what my players might do. Meshing things up on the fly is something they are forcing me to get better at.
 
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Please be careful to avoid any spoilers in response to this post (or other Caverns of Thracia posts), since I haven't read the module, and am enjoying playing it blind :D

Rothe said:
I'm running Paul Jaquay's Caverns of Thracia as well. The fourth or fifth time for me. It's set in my homebrew world so you can imagine that its been tweaked, but still pretty much the same as the original. I have the NG reimagining, nice maps and art but prefer the orginal.

Our DM's using both as well---the NG version for maps and illustrations, mostly, as I see it.

Rothe said:
We are many sessions into the module, the players are methodical, which is probably why only 1 character has died, but there have been a couple pouring the heal potion down the throat calls. :)

We've had a pretty uneven time so far: we romped through most of the ruins south of the river pretty easily (including taking out the shambling mound), but have faced a few very tough encounters in the dungeons, and I think we've managed to pull off a few lucky wins with superior tactics and planning (and knowing when to run, certainly!).

Rothe said:
They also have made allies within the dungeon factions which has gone along way to accounting for their survival. They still haven't gone below the second level but have cleared all but one room on level 1 and those "ill-defined levels" if you know what I mean. :)

I'm not sure what levels we're on yet, truthfully, but I think we've explored down at least two levels (not counting peering into the chasms), based on the sloping passages and such. We've just discovered a trapdoor down to the (third?) level, which we're likely to avoid for the nonce: 2 evils priests and their guards nearly did us in on the (second?) level, in their circular shrine with the stunning eye.

Rothe said:
We started out as basically equivalent to 6 AD&D level 1-2 characters, now everyone is more like level 3.

We've got 8 4th level AD&D PCs (either 4th or 4/4 for the multiclassers), but haven't levelled yet.

Rothe said:
After this, a transition outdoor adventure(s), then G1-G3 once they have enough levels.

We'll migrate from CoT to Maure Castle next, when I'll take over DMing :D
 

Crothian said:
I am preparing to run DCC 31 Transmuters Last Touch. It is the latest 2 buck module by Goodman Games and I think it should go fast and be a lot of fun. I will run it as is and just give a few things more hit points since the party I'm running it for are a strong second level.

I too am planning to run this when my group next gets together (friends' new baby derailed things for a bit). Since I have a lot of time to plan, I'm constantly changing it. First, like Crothians group, the party will be strong 2nd-level characters, so it needs beefing up. Second, I want to make the flavor a bit creepier. So:

1. Changed the kobolds to elven brigands. They're using the catacomb as a base of operations, and the lingering transmutation magic is affecting all of them, physically and mentally. Their skin and hair have turned jet black (a bit of misdirection, as the players may think drow, though the hair should tip them off that things aren't standard). The elves have developed a bit of paranoia and xenophobia, simultaneously hating outsiders and mistrusting each other.
2. The main BBEG ("Her Ladyship") will be the female elf leading the group. The magic has imbued her with significant power, including a template very similar to the ebon servitor template from the original Book of Templates. I picture her face as ever-shifting, with no permanent appearance.
3. Idruma will become a blind oracle (again, from BoT), held captive by Her Ladyship. Idruma will forsee that the party are coming, but will she warn her captor? Depends if she thinks she'll get a better deal from the party.
4. A creature of my own design based on the phantom fungus from the MM. Basically, it's an intelligent plant that is permanently invisible. The sap from its skin turns organic matter invisible for a short period, which means when it hits someone, they go invisible for a few rounds. The creature has blindsense, but I expect the players to be a bit freaked out at first, when their tanks start disappearing. It will likely use hit and run tactics, hoping to keep the party off balance. In fact, depending on the descriptions I use for the damage, they may never figure out what is happening to them until they literally trip over the thing.
5. The walls and floors of the catacombs are continually changing. Haven't really figured out what to do with this - I want something that will creep out the players and keep them on their toes, without really hurting them. Maybe something similar to Star Trek's holodeck, with rooms appearing to be forests and such...
6. Still haven't decided if I'll keep the wild magic areas, or just give the brigands random effects that hit in times of stress, such as combat. If I do keep them, I'll reduce them to one or two areas, so the players don't become blase about them.

I'm also kicking around ideas on some adventures from Goodman Games' The Adventure Begins, but nothing definite yet.
 

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